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Attrition - Cw

Gameplay Metagame General

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#41 Deathlike

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Posted 10 January 2015 - 12:33 AM

If you're trying to solve the problem that "too many people overwhelming a planet" to get the tokens to win, then you're solving a problem that didn't exactly exist. It tends to work in real life (the idea of actually trying to fight with more people than your opponents)... and trying to "regulate" it isn't desirable for people that aren't as good as the Lords and others.

What you should want is every group to get better and/or train and/or give tips. The thing of the matter is... if people aren't enjoying their stay in CW, there will be less people to help participate. Once people stop participating, there's nothing to play for.

It's a self-defeating cycle in some ways and trying to have the elite players control a planets destiny when they are in many cases the "minority" will end up pissing off the "majority" (which consists of every other important group, like the dedicated, the casual, and the curious).

It's ironically a bit myopic, and while I desire less mass influence over a planet at times, you kinda need that mass to be happy just as well.

Edited by Deathlike, 10 January 2015 - 01:19 AM.


#42 Demuder

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Posted 10 January 2015 - 03:11 AM

I appreciate all the work done here Gut, and gz on a very well written post/thread, however I think you are taking this a bit too far and over complicating it tbh.

Your premise is that a player should not be allowed to drop ad libidum on a planet by enforcing a "lock out" when all their mechs are lost in a match their team loses as well. Why make it so complicated ? Just enforce the lock out on that specific planet when a player has lost, say 2 (or 3 or 4 ?) matches on said planet. You can even have that counter reset if there's a winning match. Much simpler, and you would avoid the awkward case of some players in a unit losing 4 mechs while others losing only 3 on a losing match. Plus it would prevent people from squirreling away and hiding their last mech powered down in the mountains when the match is evidently lost.

#43 Kjudoon

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Posted 10 January 2015 - 04:15 AM

This is all phase 3 CW. There are many good ideas here but we need to hear what PGI wants it to be.

What worries me is that those who want nothing to do with logistics, consequences or strategy and just make a BIGGER version of skirmish mode EVERYWHERE!!!!!... have the ears hearts and minds of PGI.

You know... the one who should never be playing CW in the first place.

#44 Joseph Mallan

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Posted 10 January 2015 - 04:43 AM

View PostHARDKOR, on 08 January 2015 - 03:39 PM, said:

I'd go as far as saying you can only lose a mech once a day per planet, period.

Here's the sticking point of this thinking.

How long is it in "In Game Time" between attacks? A matter of Hours? Days? Weeks? Months? If they are quick fire assaults then Yes. Limit the drop deck, But since there is no Hard evidence you are actually attacking again in the time it takes the match maker to create a game... I cannot agree with the thinking.

If PGI doesn't sets an actual It is X amount of time between attack. I can be defending once a month for all you are concerned and that is plenty of time to repair my damage. Prove me wrong.

Edited by Joseph Mallan, 10 January 2015 - 04:44 AM.


#45 Jon Gotham

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Posted 10 January 2015 - 08:06 AM

View PostDeathlike, on 10 January 2015 - 12:33 AM, said:

What you should want is every group to get better and/or train and/or give tips. The thing of the matter is... if people aren't enjoying their stay in CW, there will be less people to help participate. Once people stop participating, there's nothing to play for.


The thing is, you can be the best unit in the world and win 100% of your games and still lose as it currently stands. Skill counts for nothing in cw except your own pride.
Whilst you are crushing your opponents three other drops of them are killing turrets on your empty maps.......very demotivating to come out of a game and see three other games have taken place (empty games), losing ground even after you just won.

If it keeps up like this why bother with Marik,Liao and Kurita factions-we could all just roll Steiner/Davion and fight the clans. the mentality of"there's nothing wrong with it" seems to keep coming from Davion players, the ones who benefit the most from things as it is...herp?

#46 focuspark

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Posted 10 January 2015 - 08:27 AM

CW it's just poorly designed. No amount of elitism or"realistic" game play rules will fix that. The best thing CW could do is stop focusing on units and focus on fun. Just make it the normal queue with a map.

View Postkamiko kross, on 10 January 2015 - 08:06 AM, said:

The thing is, you can be the best unit in the world and win 100% of your games and still lose as it currently stands. Skill counts for nothing in cw except your own pride.
Whilst you are crushing your opponents three other drops of them are killing turrets on your empty maps.......very demotivating to come out of a game and see three other games have taken place (empty games), losing ground even after you just won.

If it keeps up like this why bother with Marik,Liao and Kurita factions-we could all just roll Steiner/Davion and fight the clans. the mentality of"there's nothing wrong with it" seems to keep coming from Davion players, the ones who benefit the most from things as it is...herp?


See this is a huge issue for me because units should not be losing ground, factions should be. This is not EVE Online.

#47 Mr G

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Posted 10 January 2015 - 08:53 AM

I still think having number of drop ships for units to use across all the possible attack and defenses they can do and losing reduces that number by one is a better idea. Why should people be forced into attacking or defending factions they have no interest in if they want to still play?

This way there is a depletable resource that allows higher skilled units to stem the tide of attacks eventually if they can hold out, but also allows units to be able to focus on taking certain strategic objectives instead of having to deal with "oh crap it reset billies drop deck to all trials even though he had all his right mechs selected and we hit a decent 12 man. looks like we won't be able to do anything on our home world anymore. lets go help those jerks from that other faction who just took our world and that we hate because otherwise we have to stop playing cw."

Now I know you mentioned that with my idea and eliminating full pug drops and units groups 4 or smaller from it might lead to units trying to bypass the restriction by sync dropping. and while that is true, like I also mentioned in reply wouldn't just making it so that unit groups larger than 4 would automatically be using a unit drop ship and if that unit doesn't have any more it won't let groups larger than 4 to drop and won't allow more than 4 players from the same unit into the same drop handle that?

#48 Gut

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Posted 10 January 2015 - 10:30 AM

I'll try to blanket statement the last day's replies:

The implementation is not complicated, it's quite simple. The fallout from it is quite complicated however, because it changes player behaviour. I believe it does this in a good way.

For those not on the competitive/unit/elitist side of things:

Stop being ridiculous about the expectations of groups. Groups are allowed to have expectations just as much as you are, so if you don't have something CONSTRUCTIVE to say, don't say anything at all. If you think that having fun should impact a map and potential benefits from a map in the future, you need to reevaluate the (bad word) lore, the (bad word) tabletop resources, and especially the fact that fun should impact something persistent rather than skill OR numbers. This may seem like I'm being elitist, but all you want to do is have fun, the map SHOULD NOT MATTER to you, especially to the point where you effect it.

On a related note, I think that units involvement should be around the level it is now, but their impact needs to be based more on skill and less on numbers. I bring up again: If 300 Spartans CAN win against 10,000 Persians, they SHOULD be able to.

For those that wouldn't play at all with this:

I hope your impact, financial or otherwise, goes into something that isn't persistent, because, for many of you (not Mischeif), you need to not impact something that is "supposed" to matter. Ideas that just let you play as much as you want without penalty and just have fun SHOULD NOT matter to something that by design means more.

For those that believe the queue times would be higher/harder to get a match:

By design you will be able to get more matches on different planets much easier. You'll see a match available on a number of planets instead of just 2.


I liked a lot of the suggestions that maybe tone it down a little bit, but you have to realize that a number of resources shouldn't win over skill unless they are in number enough to take down the skill. All of these ideas so far still give too much power to the numbers/resources, in my opinion.

All hail an actual skill based Solaris system when it comes out.

#49 ApolloKaras

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Posted 10 January 2015 - 10:56 AM

View PostJacob Side, on 09 January 2015 - 09:12 PM, said:

Trash


Much like your post, and your lack of ideas.


Gut I love it. Logistics would be something that we need desperately. Though I could only think of one unit that would completely take advantage of it. I think you know what unit I'm talking about.

Maybe the after you lose all mechs you're done on that planet could be modified. I'm thinking hitting them with R&R if they wanted to continue to drop on that planet.

I still don't see the benefit of owning a planet unless you can endlessly deploy mechs on that planet regardless if you lost or not.


#50 MischiefSC

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Posted 10 January 2015 - 02:20 PM

View PostGut, on 10 January 2015 - 10:30 AM, said:

I'll try to blanket statement the last day's replies:

The implementation is not complicated, it's quite simple. The fallout from it is quite complicated however, because it changes player behaviour. I believe it does this in a good way.

For those not on the competitive/unit/elitist side of things:

Stop being ridiculous about the expectations of groups. Groups are allowed to have expectations just as much as you are, so if you don't have something CONSTRUCTIVE to say, don't say anything at all. If you think that having fun should impact a map and potential benefits from a map in the future, you need to reevaluate the (bad word) lore, the (bad word) tabletop resources, and especially the fact that fun should impact something persistent rather than skill OR numbers. This may seem like I'm being elitist, but all you want to do is have fun, the map SHOULD NOT MATTER to you, especially to the point where you effect it.

On a related note, I think that units involvement should be around the level it is now, but their impact needs to be based more on skill and less on numbers. I bring up again: If 300 Spartans CAN win against 10,000 Persians, they SHOULD be able to.

For those that wouldn't play at all with this:

I hope your impact, financial or otherwise, goes into something that isn't persistent, because, for many of you (not Mischeif), you need to not impact something that is "supposed" to matter. Ideas that just let you play as much as you want without penalty and just have fun SHOULD NOT matter to something that by design means more.

For those that believe the queue times would be higher/harder to get a match:

By design you will be able to get more matches on different planets much easier. You'll see a match available on a number of planets instead of just 2.


I liked a lot of the suggestions that maybe tone it down a little bit, but you have to realize that a number of resources shouldn't win over skill unless they are in number enough to take down the skill. All of these ideas so far still give too much power to the numbers/resources, in my opinion.

All hail an actual skill based Solaris system when it comes out.


I'm all for the idea; just that you need something like 4 complete decks (16 lost mechs) per world per 8 hour period. That's losing 1 match every 2 hours as a complete wipe per planet. That means you can win with 2 light mech zerg rushes back to back 8 times in an 8 hour period on a world and that's it - you've just blown all the support you can give that world. You play a more complex shell game (mix of attrition and slow rush) and keep losses between you and the other team similar until you push the generator? You may get 10 or 12 games on a world in that timeframe but more critically - you're pushing the defenders into the same boat. They lost as much as you did in terms of mechs and if you won the objective (defend or attack) you are coming out significantly ahead.

The biggest issue I come down to though is that comp teams will in turn absolutely dominate the game. Absolutely and completely without question. Maps will change based on top tier comp teams and nothing else. Not yet sure how to fix that, or if it should be fixed, but if you actually want more people to play MW:O and CW you can't have that. Elitist game environments are flat out toxic for the long-term survival of a game when the whole game is geared towards the super-competitive environment.

Then again if worlds are changing every 8 hours then it functionally opens a lot more fronts. While comp teams will be significant and get the rewards they earn there is enough 'prey in the woods' for other teams to feel likely they are contributing, taking worlds and making a difference.

Just remember that there are factions like Liao that have 1 active border. 1. Marik? 1, sometimes 2. That's it, that's all they have, that's all they will ever have. The answer to that is not 'pfft, their fault for picking a bad faction'. Eliminating whole houses from the list of viable options isn't a solution.

Also pugging the Clan Border isn't a reasonable option. Southern Houses (rimward if you want to really nerd it up) have absolutely nothing at all in any way to gain by fighting on the Clan borders. In fact it would often involve helping their enemies. Nothing like pugging to defend the Kurita border then popping out of a match to see Kurita attacking a Davion world. Same thing with Liao; even if they're defending an ally they get...... nothing. Cbills and LP. No benefit for their house for their time and losses. That 'drops worth of time' was invested for someone else and from which they will not and can not receive real benefit.

Ergo the idea of 'well you can find matches elsewhere' has limited appeal. You just need to make sure that there are enough worlds that are relevant to each faction being fought over to make everyone feel like they are having a useful contribution not just top tier comp teams and you need to make sure those options are ones that have a use to the Faction in question.

I'm partial to SJ and Liao (possibly Jade Falcon) having the ability to engage in attacks on the Clan/IS border, not just defense. If they take a world they do NOT take it for the faction they are fighting alongside; they keep it. This would let them open new fronts if they have the population and skill to do it.

I'm 100% on board with something like what you're putting forward being the direction we need to go. It just needs to be part of a more comprehensive package. SJ, for example, you get to fight Kurita. That's it. Liao? They get to fight Davion. I did some math on the border populations and actually Liao would have to take something like 160 worlds to open up a border with Kurita.... who is still their ally. The only front they will ever get to take worlds on is Davion. SJ is in a similar situation; you might cut a path to FRR but it's unlikely. Jade Falcon, same issue with Steiner. When CW stretches from months into years this is going to be a compounded issue. While Clans may be okay with a little border skirmish now and again Liao is never going to attack Marik - that's the only real useful ally they have ever and will ever have.

What's important is that as PGI makes improvements to CW they keep these ideas together as an overall whole objective. Logistics is a must-have for me. However it also needs to take into account different faction map positions and be bundled with options to keep logistics from pigeon-holing entire factions. In the long term that will cripple whole factions and their relevance to the game. Short term fixes that make long term issues (ECM/LRM balancing anyone? Pinpoint convergence/doubling armor? It's a long list) is something that can be avoided by just taking the long term issues into consideration when making short term fixes.

#51 Duke Nedo

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Posted 11 January 2015 - 07:55 AM

Suggested something along these lines here: http://mwomercs.com/...10#entry4043810 so I am definately for something like this. Especially the part with "being killed and you're out" because that makes every kill count when you are on the losing team.

Would be fun to see a long term challenge based on that too, you can drop in each of the mechs you own until it has died once and then sum up your total score. Would be fun to dust off some old wrecks and try to salvage some points... :)

#52 Mr G

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Posted 11 January 2015 - 04:54 PM

here is an idea to inspire people to fight on worlds not currently seeing any action; flash bonuses. So if one possible attack is at 60+ and the others aren't seeing any action at all have a 30 minute to hour long 20% cbill and LP bonus for fights on one of the lower or no pop worlds. That could definitely inspire people to attack/defend a planet that would normally not see any action.

#53 Tiberius Augustus

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Posted 11 January 2015 - 05:26 PM

make all planets capturable, at the respected battle lines. If no defenders its still open to be captured but you still have to do the normal objectives and get pass the turrets also if no defenders you must finish the entire meter vice getting 8. There will be less bonus for cap'ing a no defender planet plus if a unit decide to defend but the meter show 9 victory then the planet is captured and the unit need to recapture. This will loosen the grip on the bottleneck planets and actually spread large units, along with the multi account users to try to recapture and or defend the other planets along the border. This will work for PUG units especially since a PUG can't initiate a attack while the hardcores duke it out on the important planets that matter.

*bracing for a beating*





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